Difference between revisions of "User talk:Arc"

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Testing.
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'''Anict Annex'''<br>
  
The Thirty Second Version: A disgruntled Svartalfr who departed Midgard with a number of like-minded followers with the carefully coreographed hijacking of a powerful Aesir warship, and has spent the intervening decades carving out a name for himself as a pirate of the star lanes. Sophisticated, well-educated and entirely unwilling to submit to any form of authority, he has found the favor of Loki for being an entertaining agent of chaos with a flair for the dramatic. <br>
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Anict was one of many peripheral Belkar realms conquered during Desslok's expansionist campaigns. The conquest decimated the region's nascent economy and the colonial administration installed afterwards was never particularly able to repair the damage. For a decade Anict leeched funds from the Empire to sustain its tenuous stability, and most forms of public order went down with Desslok and the cessation of Belkar support. Opportunistic forces within the region had exploited the Empire's poor control of the periphery to enrich themselves, often through simple embezzlement and fraud. By the fall of the Empire the most successful of these had risen to social and entrepreneurial prominence with a sizable fraction of the region's wealth firmly in their control. Possessing keen foresight, apathy and abyssal cynicism, most of Anict's elite conveniently allowed the chaos of the General War to devastate the region's economy fully a second time before stepping in to salvage the wreckage at a premium.<br>
  
Race:
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In the decades since the General War, Anict has risen from the ashes to become a center of industry, exploiting bountiful resources, extremely favorable laws and low labor costs to become a haven for export manufacturing in all sectors. An explosion of construction has transformed its run-down cities into modern islands of light and clean lines. It has garnered a reputation for hard, knife-edged business. But anyone who stays there long enough begins to hear something groaning beneath the polished exterior, coming from somewhere carefully placed out of sight. Great care is taken to shepherd away inquisitive visitors, though most don't have to look any further than their business associates to know what's really there. They present a perfect face, a smile and executive attire. Beneath is avarice, corruption and utter moral vacuousness.<br>
The Svartalfr dark-elves, short, strong, and tough, are expert craftsmen who run many of the nanofactories of Midgard, producing war materiel and fine artifacts.  
 
Svartalfr gain +2 Physical, +2 Education, +1 Wits, +2 Physical (Toughness), and +2 Education (Engineering). <br>
 
  
Calling: <br>
 
Warriors gain +1 Finesse and +1 Physical.  <br>
 
Strategoi gain an additional +1 Charisma (Command) and +2 Education (Military History).  <br>
 
  
Blessings: <br>
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Total: 250 Points<br>
Trickster: <br>
 
This blessing grants +1 Wits and +1 Education (Security).  <br>
 
  
War:
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Race: (Various)<br>
The blessing of a war-god grants +1 Finesse and +1 Physical (Toughness)<br>
 
  
Stats: (30 CP) <br>
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Zones: (110)<br>
Magery: 0  <br>
 
Finesse: 3 +1 +1 = 5 (6 CP)  <br>
 
Physical: 3 +2 +1 = 6 (6 CP)  <br>
 
:Additional: +3 (Tough)  <br>
 
Education: 3 +2 = 5 (6 CP)  <br>
 
:Additional: +2 (Engineering) +2 (Military History) +1 (Security) <br>
 
Wits: 3 +1 +1 = 5 (6 CP)  <br>
 
Charisma: 3  (6 CP)  <br>
 
:Additional: +1 (Command)  <br>
 
  
Legend: 3 (12 CP)  <br>
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Archipelago - 20<br>
 +
Metropolis - 8<br>
  
Merits/Flaws: <br>
+
Colonies:<br>
Heirloom (+1) CP  <br>
 
Flashy (-3) CP  <br>
 
  
Fiefdom: (15 CP) <br>
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Cluster (3) - 30<br>
  
Metropolis (15 CP): you rule over a metropolis of millions which can support military or paramilitary forces in the thousands, or a sizable chunk of a continent with multiple cities. As an alternative, you can have a small fleet of mixed light and medium ships or a single heavy ship such as a battleship or avatar carrier.  <br>
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Mine (5) - 20<br>
  
Escort [Elite] (20 CP): You have an escort trailing you of approximately a hundred men. <br>
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Barracks (5) - 20<br>
 +
 
 +
Metropolis (3) - 12<br>
 +
 
 +
Traits: (80)<br>
 +
 
 +
Colonial Overlord<br>
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Since before the General War, Anict has been a factious place lacking any unifying central vision. Its people in general hold few loyalties and their mercenary outlook makes internal politcs absolutely mercurial.<br>
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 +
We Have Reserves<br>
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Beneath the gleaming veneer of Anict's glass cities and slick marketing lies a body writhing with corruption, greed and apathy. Everything produced there is a small and depressing metaphor- with limited warranty.<br>
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Flags of Convenience<br>
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Nobody even knows how exports from Anict wind up on virtually every world of Iscandar, let alone how they manage to get through customs. But the paperwork is all there and it is ''flawless''.<br>
 +
 
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Ubiquitous Contacts<br>
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Representatives of the conglomerates have a prophetic sense for unmet neets. There will always be One Near You, ready to deliver whatever you need wherever you need it. It's ominous and more than a little unsettling, really.<br>
 +
 
 +
 
 +
Military: 900 IP (60)<br>

Latest revision as of 21:13, 9 April 2013

Anict Annex

Anict was one of many peripheral Belkar realms conquered during Desslok's expansionist campaigns. The conquest decimated the region's nascent economy and the colonial administration installed afterwards was never particularly able to repair the damage. For a decade Anict leeched funds from the Empire to sustain its tenuous stability, and most forms of public order went down with Desslok and the cessation of Belkar support. Opportunistic forces within the region had exploited the Empire's poor control of the periphery to enrich themselves, often through simple embezzlement and fraud. By the fall of the Empire the most successful of these had risen to social and entrepreneurial prominence with a sizable fraction of the region's wealth firmly in their control. Possessing keen foresight, apathy and abyssal cynicism, most of Anict's elite conveniently allowed the chaos of the General War to devastate the region's economy fully a second time before stepping in to salvage the wreckage at a premium.

In the decades since the General War, Anict has risen from the ashes to become a center of industry, exploiting bountiful resources, extremely favorable laws and low labor costs to become a haven for export manufacturing in all sectors. An explosion of construction has transformed its run-down cities into modern islands of light and clean lines. It has garnered a reputation for hard, knife-edged business. But anyone who stays there long enough begins to hear something groaning beneath the polished exterior, coming from somewhere carefully placed out of sight. Great care is taken to shepherd away inquisitive visitors, though most don't have to look any further than their business associates to know what's really there. They present a perfect face, a smile and executive attire. Beneath is avarice, corruption and utter moral vacuousness.


Total: 250 Points

Race: (Various)

Zones: (110)

Archipelago - 20
Metropolis - 8

Colonies:

Cluster (3) - 30

Mine (5) - 20

Barracks (5) - 20

Metropolis (3) - 12

Traits: (80)

Colonial Overlord
Since before the General War, Anict has been a factious place lacking any unifying central vision. Its people in general hold few loyalties and their mercenary outlook makes internal politcs absolutely mercurial.

We Have Reserves
Beneath the gleaming veneer of Anict's glass cities and slick marketing lies a body writhing with corruption, greed and apathy. Everything produced there is a small and depressing metaphor- with limited warranty.

Flags of Convenience
Nobody even knows how exports from Anict wind up on virtually every world of Iscandar, let alone how they manage to get through customs. But the paperwork is all there and it is flawless.

Ubiquitous Contacts
Representatives of the conglomerates have a prophetic sense for unmet neets. There will always be One Near You, ready to deliver whatever you need wherever you need it. It's ominous and more than a little unsettling, really.


Military: 900 IP (60)